mutter/tests/conform/test-just-vertex-shader.c
Robert Bragg afbb13e1a4 Add compiler deprecation warnings
This adds compiler symbol deprecation declarations for old Cogl APIs so
that users can easily see via compiler warning when they are using these
symbols, and also see a hint for what the apis should be replaced with.

So that users of Cogl can manage when to show these warnings this
introduces a scheme borrowed from glib whereby you can declare what
version of the Cogl api you are using:

COGL_VERSION_MIN_REQUIRED can be defined to indicate the oldest Cogl api
that the application wants to use. Cogl will only warn about
deprecations for symbols that were deprecated earlier than this required
version. If this is left undefined then by default Cogl will warn about
all deprecations.

COGL_VERSION_MAX_ALLOWED can be defined to indicate the newest api
that the application uses. If the application uses symbols newer than
this then Cogl will give a warning about that.

This patch removes the need to maintain the COGL_DISABLE_DEPRECATED
guards around deprecated symbols.

This patch fixes a few uses of deprecated symbols in the examples/

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2013-04-24 22:23:50 +01:00

206 lines
6.1 KiB
C

#define COGL_VERSION_MIN_REQUIRED COGL_VERSION_1_0
#include <cogl/cogl.h>
#include <string.h>
#include "test-utils.h"
typedef struct _TestState
{
int paddiing;
} TestState;
static CoglTexture *
create_dummy_texture (void)
{
/* Create a dummy 1x1 green texture to replace the color from the
vertex shader */
static const uint8_t data[4] = { 0x00, 0xff, 0x00, 0xff };
return cogl_texture_new_from_data (1, 1, /* size */
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_RGB_888,
COGL_PIXEL_FORMAT_ANY,
4, /* rowstride */
data);
}
static void
paint_legacy (TestState *state)
{
CoglHandle material = cogl_material_new ();
CoglTexture *tex;
CoglColor color;
CoglError *error = NULL;
CoglHandle shader, program;
cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
/* Set the primary vertex color as red */
cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
cogl_material_set_color (material, &color);
/* Override the vertex color in the texture environment with a
constant green color provided by a texture */
tex = create_dummy_texture ();
cogl_material_set_layer (material, 0, tex);
cogl_object_unref (tex);
if (!cogl_material_set_layer_combine (material, 0,
"RGBA=REPLACE(TEXTURE)",
&error))
{
g_warning ("Error setting layer combine: %s", error->message);
g_assert_not_reached ();
}
/* Set up a dummy vertex shader that does nothing but the usual
fixed function transform */
shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
cogl_shader_source (shader,
"void\n"
"main ()\n"
"{\n"
" cogl_position_out = "
"cogl_modelview_projection_matrix * "
"cogl_position_in;\n"
" cogl_color_out = cogl_color_in;\n"
" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
"}\n");
cogl_shader_compile (shader);
if (!cogl_shader_is_compiled (shader))
{
char *log = cogl_shader_get_info_log (shader);
g_warning ("Shader compilation failed:\n%s", log);
g_free (log);
g_assert_not_reached ();
}
program = cogl_create_program ();
cogl_program_attach_shader (program, shader);
cogl_program_link (program);
cogl_handle_unref (shader);
/* Draw something using the material */
cogl_set_source (material);
cogl_rectangle (0, 0, 50, 50);
/* Draw it again using the program. It should look exactly the same */
cogl_program_use (program);
cogl_rectangle (50, 0, 100, 50);
cogl_program_use (COGL_INVALID_HANDLE);
cogl_handle_unref (material);
cogl_handle_unref (program);
}
static void
paint (TestState *state)
{
CoglPipeline *pipeline = cogl_pipeline_new (test_ctx);
CoglTexture *tex;
CoglColor color;
CoglError *error = NULL;
CoglHandle shader, program;
cogl_color_init_from_4ub (&color, 0, 0, 0, 255);
cogl_clear (&color, COGL_BUFFER_BIT_COLOR);
/* Set the primary vertex color as red */
cogl_color_set_from_4ub (&color, 0xff, 0x00, 0x00, 0xff);
cogl_pipeline_set_color (pipeline, &color);
/* Override the vertex color in the texture environment with a
constant green color provided by a texture */
tex = create_dummy_texture ();
cogl_pipeline_set_layer_texture (pipeline, 0, tex);
cogl_object_unref (tex);
if (!cogl_pipeline_set_layer_combine (pipeline, 0,
"RGBA=REPLACE(TEXTURE)",
&error))
{
g_warning ("Error setting layer combine: %s", error->message);
g_assert_not_reached ();
}
/* Set up a dummy vertex shader that does nothing but the usual
fixed function transform */
shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
cogl_shader_source (shader,
"void\n"
"main ()\n"
"{\n"
" cogl_position_out = "
"cogl_modelview_projection_matrix * "
"cogl_position_in;\n"
" cogl_color_out = cogl_color_in;\n"
" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
"}\n");
cogl_shader_compile (shader);
if (!cogl_shader_is_compiled (shader))
{
char *log = cogl_shader_get_info_log (shader);
g_warning ("Shader compilation failed:\n%s", log);
g_free (log);
g_assert_not_reached ();
}
program = cogl_create_program ();
cogl_program_attach_shader (program, shader);
cogl_program_link (program);
cogl_handle_unref (shader);
/* Draw something without the program */
cogl_set_source (pipeline);
cogl_rectangle (0, 0, 50, 50);
/* Draw it again using the program. It should look exactly the same */
cogl_pipeline_set_user_program (pipeline, program);
cogl_handle_unref (program);
cogl_rectangle (50, 0, 100, 50);
cogl_pipeline_set_user_program (pipeline, COGL_INVALID_HANDLE);
cogl_object_unref (pipeline);
}
static void
validate_result (CoglFramebuffer *framebuffer)
{
/* Non-shader version */
test_utils_check_pixel (framebuffer, 25, 25, 0x00ff0000);
/* Shader version */
test_utils_check_pixel (framebuffer, 75, 25, 0x00ff0000);
}
void
test_just_vertex_shader (void)
{
TestState state;
cogl_framebuffer_orthographic (test_fb,
0, 0,
cogl_framebuffer_get_width (test_fb),
cogl_framebuffer_get_height (test_fb),
-1,
100);
/* XXX: we have to push/pop a framebuffer since this test currently
* uses the legacy cogl_rectangle() api. */
cogl_push_framebuffer (test_fb);
paint_legacy (&state);
validate_result (test_fb);
paint (&state);
validate_result (test_fb);
cogl_pop_framebuffer ();
if (cogl_test_verbose ())
g_print ("OK\n");
}